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Messages - Pilgrim

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1
Apocalypse World / Re: The Doll (playbook)
« on: May 03, 2013, 04:39:42 AM »
In the last Improvement I mean __ get a gang (detail) and pack alpha or Leadership (your choice).
Instead of Moonlight. My mistake.

2
Apocalypse World / Re: The Freak [playbook]
« on: May 02, 2013, 11:58:55 PM »
By the way. If somebody ever make a PDF file about The Freak, certenly must also put Johnstone in the credits. After all, he give The Freak 2 moves (Choo-Choo. Tracka-Tracka-Tracka. Choo-Choo. Crash. ¡BOOM! and Coo-Coo Countdown).

3
Apocalypse World / The Doll (playbook)
« on: May 02, 2013, 11:47:04 PM »
Ok. This is my last one for some time. Before anybody mention it, the real advantage and balance of the playbook come from the improvements.  You have Two moves that change the use of stats in game and can rise all the stats in +1 plus get a move from another playbook which can put another +2 or even a +3 on the character sheet.( Depending of which set of stats you choose when was created and the new move you add).   
With Deep throat move use Weird because of the effect that have. All characters in Apocalypse World have some connection with the psychic maelstrom, and kind of that comes direct it from a character Weird, (even that there is some moves in other playbooks that change that), I wanted to give The Doll something different from the other moves, Weird per se, but coherent to the world. Some freaky defense mechanism beside her/his Look. 
Hope you like and tell me what you think about it.


The Doll

The world is fuck up. Probably always was, there is a reason why what you do is call “The oldest profession in the world”.  Yeah. Shure, there’s other out there that do the same that you, but nobody do it as you does it. You are the Only Doll.  Skinners give the world beauty, the Touchstone bring back the original evil that stay in the box and sell it as something “good”, you give something more basic, more need it, more… Real. You give Pleasure, Understanding, and Love… For a price of course. After all, Nothing is more expensive that what is for free, and you are far, far away of being “someone gift”, an object; you know what you worth and the price isn’t cheap.

Creating The Doll

Name
Madam; Babe, Honey, Persephonee; Amber, Stallion, Babylon, Magdalena, Queco, Ralphie, Sunshine, Princess, Hope, Dusk, Charlotte, Dolly. 

Stats
Cool+1 Hard-1 Hot+2 Sharp-1 Weird+1
Cool-1 Hard+1 Hot+2 Sharp+1 Weird-1
Cool-1 Hard+1 Hot+2 Sharp-1 Weird+1
Cool+1 Hard-1 Hot+2 Sharp+1 Weird-1

Moves
You get all the basic moves plus P.I.M.P. and The client is always wrong.

Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names.

Go around again for Hx. On your turn, choose 1, 2 or 3:
• One of them once faced down dedicated violence to get you out of a problem with some client. Tell that player Hx+2.
• One of them is an old client of you. Tell that player Hx+1.
• One of them is in love with you. Tell that player Hx-1.
• Tell everyone else Hx=0.
On the others’ turns:
• For everyone, whatever number they tell you, give it -1 or +1 and write it next to the character’s name. Your choice for each.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.

Look
Man, Woman, Ambiguous, Transgressing,

Tuxedo wear, old bride dress, dandy wear, Luxury wear, formal wear, sophisticated wear, fetish wear, cocktail dress, lingerie, scavenged punk-rock wear.

Soft eyes, hungry eyes, wild eyes, worm eyes, tire eyes, deep eyes, smiling eyes, Hot-look eyes,

Sweet face, cute face, soft face, pale face, troubled face, honest face, beautiful face.

Stunning body, unnatural body, beautiful body, hot body, slim body, workout body, chubby body, 

Soft hands, strong hands, doll hands, steady hands.

Bald, dreadlocks, sophisticated hair, wild hair, short hair, flat hair, wacky hair, loose hair,

Gear
• 1 small weapon
• oddments worth 5-barter
• fashion suitable to your look.
 Small weapon (choose 1)
• silenced 9mm (2-harm close hi-tech)
• switch-blade or butterfly knife (2-harm hand valuable)
• hidden knives (2-harm hand infinite)
• scalpels (3-harm intimate hi-tech)
• stun gun (s-harm hand reload)
• .38 revolver (2-harm close reload loud)
• 9mm (2-harm close loud).

The Doll Special
 When you have sex with another character, considered like if you hit a 10+ on a Read a person moves. If is another PC, you gain Hx +1 with they, and you may choose to give they -1 to +1 with you. A person knows you as much as YOU want it to.
 Brainers cannot use their deep brain scan while having sex with you, but take +1-forward with you, and you can give them a 1-hold to spend 1-for-1 at any time.   

Improvement
__ get +1Hot (max Hot+3)
__ get +1Cool (max Cool+2)
__ get +1Hard (max Hard+2)
__ get +1Sharp (max Sharp+2)
__ get +1Weird (max Weird+2)
__ get a new The Doll move
__ get a new The Doll move
__ get a move from another playbook
__ get a move from another playbook
__ get a gang (detail) and pack alpha or Moonlight (your choice).

The Doll moves
O The client is always wrong:
When you go aggro roll + Hot instead of roll + Hard.

O P.I.M.P.:  You know your way with people, how to seduce, manipulated and gain information from they. Roll + Hot instead of roll + Sharp when you read a person.

O Deep throat: You can laugh, sing or scream really, Really LOUD. So loud you damage people.
Roll + Weird. On a 10+ 3-s harm or nharm (your choice) ap area loud reload.
                       On a 7-9 1-s harm or nharm (your choice) ap area loud reload.
Goes off like a reusable grenade. Hits everyone but you.
On a miss You become powerless for a scene. You lose access to all of your character moves. You can still make basic moves.

O ¡Oh! Darling: when you are the target of someone's aggressive or violent behavior, roll + Hot. On a 10+, they may not harm, punish, or humiliate you. On a 7-9, they may choose 1:
• inflict no more than 1-harm
• confiscate one of your belongings
• humiliate you, giving you -1forward with them until you even the score
On a miss, they're not falling for it. This move is useless to you while you are engaged in aggressive or violent behavior of your own.

O Runaway: You know your way out of troubles. Name your escape route and roll + Hot. On a 10+ you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.


4
Apocalypse World / Re: The Freak [playbook]
« on: May 02, 2013, 11:38:41 PM »
About Exposed, this is the kind of character that already have mental problems, so if have to consider more of 7 options, that add more than of what can take away, beside is thought for the player, only can get 2 of 10 in play for The Freak. Is part of the price that pay for loosing the Freaky Weapon, at lease can choose how that affect him/her. Who knows how something like the psychic maeltrom really can affect the human brain, specialy someone that have a direct connection with it?

¡Oh! Hi move...Yes kind of sound like 2 moves, but considering what the character is have sense. Is kind of the only way that the other characters can get to know something about him/her.

With Coo-Coo Countdown Totaly agreed. Can't change the post, but i like your proposision more

- When you reach 12:00 o'clock on the harm meter, instead of marking a debility, the maelstrom will make a deal with you: if you agree to accomplish what it demands, reset your harm to 9:00 o'clock and live. If you refuse the maelstrom and don't want to die, the MC chooses which debility you mark, you don't. Until you accomplish what the maelstrom asks of you, it will not save you again.
And then you have a reason to live AND a new motivation that will drive the game forward.
I really like that. Again, can't change the post, so i hope who ever wants to play The Freak also read the comments.
(Must admit i never read nothing about Dungeon World. I only can play once a week with some luck, so don't really have the chance of explore new games and playbooks. I'm giving baby steps in that subject).

Thank you again for the reply and the advices. Much appreciated.

5
Apocalypse World / Re: The Roadrunner [playbook]
« on: May 02, 2013, 11:08:53 PM »
Seem like i can't to modify something already posted, so I hope that if somebody use this playbook read the comments and use this

Maybe add something like this to the Hx: You have a message for one of them, you get Hx+2 with them. Then the MC can ask what is in the message!

About The Driver, i don't see it to dificult to make it work with this playbook; maybe are family, coworkers with diferent methods in the same assignment or enterprise (like the Mojave Express), The Roadrunner could choose not to have a bike or a pack animal and need of the driver, or whatever, there is a lot of options.
Must admit i'm not to familiarized with The Horsmen, but probably is the same. With enough imagination, the MC and the player can make it work.
Also is easy to mix with other playbooks.

About the stealth move, i like it. Give (and kind of force) the MC and the player of The Roadrunner the chance to be more descriptive of the scene, more roleplaying and less roll of dice with the surpise factor that dice always give when you miss. Part of the fun.

Thank you very much for the feedback and the HX improvement. I like that.
If you ever play it, tell me about it.

6
Apocalypse World / The Roadrunner [playbook]
« on: May 02, 2013, 06:26:14 AM »
This is my second attempt to create a playbook; one more playable and less complicated. Hope you like it. Tell me what you think.

The Roadrunner

 You are the one that keeps communities alive. running errands and keeping people in touch. Does not matter if is inside a city, a region or in the open wide roads ahead, you just can’t stay put. You are the one that goes where nobody dears and is successful in the delivery.  When a Hocus wants to spread her message, a Maestro D’ looking for advertisement, a Chopper that can’t cross a terrain with his bike, or just someone who wants to send a letter to a distance relative is you who they call. Mail supplies, warnings you always deliver. 

Creating The Roadrunner 

Name
Dust, Dusk, Glover, Cat, Chance, Sunshine, (number), Pole-position, Wind, Lighting, Relámpago, Barry, Wally, Cliff, Mule. 

Stats
Choose one set:
• Cool+1 Hard+1 Hot-1 Sharp+2 Weird-1
• Cool+1 Hard-1 Hot+1 Sharp+2 Weird-1
• Cool-1 Hard+1 Hot-1 Sharp+2 Weird+1
• Cool+1 Hard-1 Hot-1 Sharp+2 Weird+1

Hx
Everyone introduces their characters by name, look and outlook. Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn, choose 1or 2:
• One of them help you in a difficult task. Tell that player Hx+2.
• One of them once stealth a package from you. Tell that player Hx-2.
Tell everyone else Hx=0.
On the others’ turns:
• Choose which character you think is the most trustworthy. Whatever numbers that player tells you, add 1 to it and write it next to the character’s name.
• Everyone else, whatever number they tell you, write it next to their character’s name.

At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.

Look
Man, woman, ambiguous, transgressing, or concealed.

Scrounge biker wear, Military wear, vintage wear, signature wear

Weathered face, strong face, rugged face, handsome face, worm face.

Deep eyes, awake eyes, calculating eyes, warm eyes, sharp eyes, guarded eyes, cold eyes,

Strong body, hard body, energetic body, compact body

Moves
You get all the basic moves plus 2 more Roadrunner moves.

Gear
• Travelling gear (choose 3)
• a light weapon
• a second weapon
• oddments worth 2-barter
• fashion suitable to your look, including at your option a piece worth 1-armor (you detail)

Travelling gear (choose 3):
O A bike* (power+1 looks+1 1-armor weakness+1)
O A Pack-animal* (valuable, alive your detail)
O Flashlight (reload Hi-tech)
O Spyglass* (valuable, +1 Sharp When you take a look far, and/or “read a stich” trough it).
O Angel kit (2 stocks)
O Eyeglasses (worn valuable)
You may use these for +1sharp when your eyesight matters, but if
you do, without them you get -1sharp when your eyesight matters.
O Long gorgeous coat (worn valuable)
O Provisions for a while (food & water from 3 days to a week)
O Hand radio (valuable, hi-tech, reload)
O Environmental suit (valuable, +1 Hard against environment, optional 1-armor)
O A back-pack or bag with scavenged supplies (reload, +1 to Better safe than sorry move). 
O Other at your discretion and MC approval.
*Counts as 2

Light weapon (choose 1):
• .38 revolver (2-harm close reload loud)
• 9mm (2-harm close loud)
• magnum (3-harm close reload loud)
• sleeve pistol (2-harm close reload loud)
• smg (2-harm close autofire loud)

Second weapon (choose 1):
• big knife (2-harm hand)
• grenades (4-harm hand area reload messy)
• machete (3-harm hand messy)
• many knives (2-harm hand infinite)
• stun gun (s-harm hand reload)
• silenced 9mm (2-harm close hi-tech)

Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.
Each time you improve, choose one of the options. Check it off; you can’t choose it again.
__ get +1Sharp (max Sharp+3)
__ get +1hard (max hard+2)
__ get +1Cool (max Cool+2)
__ get +1 Hot (max Hot+2)
__ get a new Roadrunner move
__ get a new Roadrunner move
__ add a new Roadrunner move
__ get 2 gigs (detail) and moonlighting
__ get a move from another playbook
       __ get a move from another playbook

The Roadrunner Special
If you and another character have sex, they gain 1-hold. They can spend it to have arrive at any time. You gain Hx +1 with that character. 

Roadrunner moves

O Slippery bastard:
When you move silent, unseen, roll + Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your 1-for-1 for remain undetected, if at all possible, while you take an action, including the following:
 Cover your tracks,
 Get close to someone or something
 Hide or conceal yourself
 Infiltrate a secure location
 Snatch, pocket or conceal an item.
If you revel yourself, you lose any remaining hold. On a miss you are caught in the act of another bad position.

O Better safe than sorry: With preparation and the proper materials, you can create the necessities for life in the wastes. Choose a necessity: Food, water, shelter, clothing, medicine, simple weapon or armor. Roll + Sharp. On a 10+ choose 3; on a 7-9 choose 2:
 It can be fashioned quickly
 It will last for a while
 It is of good quality, capable of adding a minor effect
 It can supply a small gang

O Be quick or be dead: If you have less than 2 armor, you count as having 2 armor.

O Gossip: When you meet someone important (your call), roll + Sharp. On a hit, you have heard about them, the MC will tell you one thing.  On a 10+, you get +1 Forward with them.
On a miss, you describe what you have heard and the MC will (Secretly) decide whatever it’s truth or not.

O See ya: Name your escape route and roll + Sharp. On a 10+ you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.

O Calculate the odds: When you do something under fire, roll + Sharp instead of roll + Cool.

O ¡Hey! Don’t kill the messenger: When you take harm, make this move instead of making the normal harm move. Roll + harm taken. On a 10+, choose both. On a 7–9, choose 1:
• It’s not so bad. Take -1harm.
• Take +1forward against your attacker.
Treat a miss on this move as a 7–9 hit on the normal harm move.

O Precise instructions: when someone gives you proper detailed instruction in some specific task, take +1forward when undertaking that task on your own. If you merely assist them you help as though you had hit the roll with a 10+.

7
Apocalypse World / The Freak [playbook]
« on: May 01, 2013, 06:01:20 PM »
Hi everybody. With some friend we recently start to play Apocalypse World, and really like it. We try to “expand” our options and create some new playbooks. I ask [ http://nerdwerds.blogspot.com.ar/ ]Doc how to do it and he gives me a great Answer http://nerdwerds.blogspot.com.ar/2013/04/writing-playbooks.html . Based on what he said, I create The Freak. Had some significant flaws (Is still the first), and after some reconsiderations following the advice given in the comments [ http://www.story-games.com/forums/discussion/comment/413238#Comment_413238 ], I change the playbook to this (I took as a base The Faceless, who weakness is the mask, in The Freak case, would be the weapon. Keep that in mind). Tell me what you think.

THE FREAK
Sense the moment you pop up your head from between your mother’s leg, the psychic maelstrom gets into you and both become one. This has serious repercussions to your sanity, but… Who isn’t fuck up on the “top” in this world? You are just more honest about it than the rest. People usually refer to you as nutcase, madman, weirdo, and other not pleasant nicknames; doesn’t matter to you, you know best. Is a matter of semantic. There is “someone” with you all the time that understand, you are Not alone. You are part of Apocalypse World and have a role to play in it, a destiny to fulfill. You are a Herald from Fate and must show it to everybody else. How, is up to you.

Creating The Freak

Name

Absinth, Box, Calamity, Chosen, El Caballero, Ether, Fucktard, Eddie, Fool, Jester, La Dama, Lobo-Tommy, Machinehead, Napoléon, Period, Perrot, Pogo, Railtrain, Rampage, Rooster, Screwier, Sonofabitch, Waldo, Wave, Whispers.

Stats

Cool+1 Hard-1 Hot-1 Sharp+1 Weird+2
Cool-1 Hard-1 Hot+1 Sharp+1 Weird+2
Cool-1 Hard+1 Hot+1 Sharp-1 Weird+2
Cool+1 Hard+1 Hot-1 Sharp-1 Weird+2

 Moves
 You get all basic moves, and 3 more The Freak moves.

Hx
Everyone introduces their characters by name, look and outlook. Take your turn. List the other characters’ names. Go around again for Hx. On your turn:
• Pick one person whom you like (for whatever reason) and tell it a TRUE story about yourself. Tell them Hx+2.
 • If you show to their your connection whit your Freaky Weapon, tell them to add Hx +1
 • Tell everyone else Hx-1. You don’t form connections with most people and are hard to read. On the others’ turns:
 • You have trouble understanding people. Whatever number they tell you, give it -1 and write it next to their character’s name, their do the same with you. You are just to fucking wacko. At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.

Look
 Man, woman, ambiguous, transgressing.

 Hospital-patient wear, casual wear, fetish wear, circus wear, vintage wear, savage wear.

 Maniac face, emotionless face, pale face, sweet face, bony face, Haggard face, kind face, angular face, fluffy face, hard face.

Maniac eyes, nervous eyes, staring cold eyes, lost eyes, hard eyes, merciless eyes, pumping eyes, pale eyes, burning eyes, weird eyes, shady eyes.

Slim body, build body, tall body, solid body, twisted body, lollypop body, grey (like alien) body, unnatural body.

 Gear

You start with:
• 2 Tokens
• 1 Freaky weapon
 • 2 Custom to your Freaky weapon
• oddments worth 1-barter
• fashion suitable to your look, including at your option a piece worth 1-armor (you detail)

Tokens (choose 2):
• Weird helmet* (your detail) (valuable,+1-armor When you are hit in the head or +1-Hot when is worm).
 • Reinforced straitjacket (+1-armor When you are hit in the upper body).
 •Spyglass* (valuable, +1 Sharp When you take a look far, and/or “read a stich” trough it).
 •Top hat (+1-Hot Just look good on you when is wear).
 •Make-up kit* (+1/-1-Hot your choice, disguise, 2 uses).
 •Hand Puppet (valuable) You wouldn’t sell your best friend, don’t you?
 •Old pocket watch (valuable, hi-tech) •Remote control (hi-tech, valuable for those who knows to give it an use).
 •A pet (you detail) (valuable alive). •Violin (valuable, 1-harm when hits with it and then its break).
 •Bag with human bones (give +1 when you use it to “open your brain”).
•Other at your discretion and MC approval.
 *counts as 2

 Freaky Weapon (choose 1):
 •Chainsaw (3-harm hand autofire messy).
 •Machete or axe (3 harm hand messy).
 • Scythe (3-harm area hand messy)
• Magnum (3-harm close reload loud)

 Custom to your Freaky weapon (choose 2):
 •Huge* (+1-harm, area)
 •Ornate (valuable)
•Strange (valuable)
•AP (+Ap.)
• Long blade* (+2harm)
• Heavy blade* (+2harm)
•Hi-tech (+1 harm)
•Big (+1 harm)
*counts as 2 options

Freaky Weapon Attachment: Your weapon have a Name. Sometimes you talk to it and even treat it as Family. Maybe is your “Mother”, “Father”, “Uncle”, “friend”, “girlfriend”,” boyfriend”, had “needs” or anything you believe that suit your character in game. The thing is you have a “Relationship” with it, how this relationship is, is up to you (good, bad, conflicted, depending, etc.). If you loose your Freaky Weapon (It breaks, is stolen, etc.), automatically suffer ?-HARM. When the effect past away start to feel Lost without it, and you are despaired to recover it.
 If it is lost for good (its break beyond any possibility of being repair, is stolen with no possibility of being recovered, etc.) you also suffer ?-HARM, To get a new one you must be successful in an “open your brain” roll. The MC will “guide” you to find a new one; in the mean time you will be Exposed. A new one will be a “reincarnation” of the original, but won’t be the same (-1-harm from the original, it had some kind of flaw). 

Exposed, you are (choose 2):
 Vulnerable: Whenever you suffer harm, you suffer +1harm.
 Rumbling Incoherent: -1 To all your seduce and manipulate move.
 Afraid: You take -1 ongoing until you recovered.
 Irresolute: When you inflict harm, inflict -1harm.
 Cut-off: You have Weird=0 until you recovered.
 Powerless: You lose access to all of your character moves. You can still make basic moves.
 Haunted: A treat (MC designed) chase you around. Only will stop when you destroy it with your new Freaky Weapon.
 Mixed signals: Every time you read a person, you also open your brain (roll + weird as normal).
 Oppression: Every time you act under fire, you also open your brain (roll + weird as normal)           
Coward: Every time someone go Aggro against you, is like if their hit a 10+
 
 The Freak Special
If you and another character have sex, roll + Weird On a 10+ you gain Hx +3, on a 7-9 you gain Hx +2 with that particular character. Then you can choose to give their between +1 to +3 with you. Brainers who have sex with you cannot use their deep brain scan as it is overpowered; however, they gain Hx+3 instead of Hx+2. You cannot gain any Hx from any PC specials as you can't find connection with other humans unless their have some connection with the psychic maelstrom as you do (had at least one The Freak move as one of their improvement if their choose it from “get a move from another playbook”).
 On a miss, the consequences could be terrible. The character which you are having sex suffers ?-HARM. If is another PC also mark Hx -3 with you on his/her sheet.

Improvement
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase. Each time you improve, choose one of the options. Check it off; you can’t choose it again.
 __ get +1cool (max cool+2)
 __ get +1hard (max hard+2)
 __ get +1hot (max hot+2)
 __ get +1sharp (max sharp+2)
 __ get a new Freak move
 __ get a new Freak move
 __ get a new Freak move
 __ get a move from another playbook
 __ get a move from another playbook
 __ get a gang (detail*) Leadership
 *Only some really fuck up people will follow The Freak. Make a gang according to the character.

 FREAK MOVES

Choo-Choo. Tracka-Tracka-Tracka. Choo-Choo. Crash. ¡BOOM!: Your train of thought is out of control constantly and rumbling. This affects you to a molecular level and extends to all your body. When you are incapacitated by mystic visions, you gain insight.

 ¡Oh! Hi: Roll + Weird instead of Hx when you are helping or interfering. On a 7-9 you:
-give +2 (helping)
 -give -3 (Interfering)
 On a 10+ you: -give +2 (helping) You and the other character gain Hx +1.
                         -give -3 (Interfering) You gain Hx +1 and the other character gain Hx -1 with you (Their can´t finish of understand what just happened, you “think” you do).

 Harbinger Of The Cracked Reality: You gain +1 Weird.

Feed from the psych: Your connection with the psychic maelstrom allows you to gain sustain from it. Roll + Weird. On a 10+ chose both, on a 7-9 choose 1:
*Feed for a day.
*Hydrated for a day.
 On a miss, suffer 1-harm until can feed and/or drink.

Raider on the storm: When you “Open Your Brain” to the psychic maelstrom and miss the roll, you suffer no harm. You also become immune to suffer any ?-HARM.

Coo-Coo Countdown: The psychic maelstrom wants you, NEEDs you alive (or so you think). After 11 to 12 on your clock you ignore 1-additional damage and counts as if you still are into 11 to 12 (So you still can be resurrected). (One time for roleplaying session).

Brutalized: You have it hard all your life (and maybe that’s why you are so fuck up and mentally cripple, besides of the psychic maelstrom in you of course) Take -2 on all “when you suffer harm” rolls.

We know best: When you read a person, roll + Weird instead of roll + Sharp. On a 10+, ask +3 questions. On a 7-9, ask +1 question:
• What or who do they love best?
• Who do they know, like and/or trust?
• How could I get to them, physically or emotionally?

 The Freak Moves Rule
When another character use “get a move from another playbook” as improvement and choose one move from The Freak, automatically also suffer ?-HARM. The same will be apply when a character choose change your character to a new type as an improvement. Everybody had some connection with the psychic maelstrom, but The Freak kind of born from it and not everyone can handle the experience.


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